Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Direact_N1

#1
Yikes, that sounds extremely inconvenient. Thank you for the guidance though.
#2
Since this got bumped, do you know where Lilith put all of Mario's Ultimate animations? Aside from the new taunts?
#3
Thank you so much for the update to Mafia Mario. Didn't even know they had gotten more animations from Ultimate ported, and his down-air feels much better now.

I only had two things to suggest again. First being the hitboxes on his Ultimate animation F-Air. I think they're still the hitboxes to Mario's normal F-Air which makes it very hard to actually hit with..

The second being that when Mario jumps off Cappy after hitting a foe with it, he goes flying very far very fast. Could that be toned down a bit, or kept like the original version of the Cap Throw? Wonderful work so far though.
#4
If I could throw out a little feedback, specifically for "Mafia Mario", his down-air change, where he is able to stall briefly by holding A doesn't work very well. If anything, could I suggest the spin to be his netural-air, while his down-air could be Dr.'s Ultimate stomp? There is a PSA for it.

Really loved Luigi in Minus, can't wait for him.
#5
Model Imports / Re: Noah 2.0 (Work In Progress!) 2/6/2019
February 20, 2019, 05:06:35 PM
A bit curious, why does he not have clothes on anymore? I could have sworn he used to have on a cute little outfit. OC PSAs are the best, keep up the great animations. That dash grab is super cute. Also, who is he over?
#6
Help / Re: Additional Effect on Launch Impact
October 07, 2018, 05:59:38 PM
He posted the link to his Imgur on a effect mod pack he made. It gives all sorts of effects crisp new visuals.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=216270
#7
Help / Re: Additional Effect on Launch Impact
October 07, 2018, 04:03:02 AM
It has been done before in a mod. FireStarMarth to be exact.

https://imgur.com/a/7C48uN2

As for how, he could most likely tell.
#8
Programming / Re: All Events Clear Hard Mode code?
June 27, 2018, 01:27:04 PM
Bump: Would like an All Events Cleared on Hard Mode code instead.
#9
Alright, fixed the SD issue. How do I fix normal Brawl loading on all my mod loaders, and the PM loader just resetting the Wii?
#10
Programming / All Events Clear Hard Mode code?
May 24, 2018, 11:28:43 PM
Very simple request. Anyone have this code, preferably by itself so I can inject it where need be? I have a lot of custom music over locked songs, and please don't make me go through Events and SSE again. Infinite will never be able to handle them.

EDIT: Got the code in an old modpack. I can't use the new songs until I clear every event though, and I used to have a code that did that for me. I lost it though, anyone know where I can get it again?
#11
Help / Having difficulty with 4 Mario PSAs.
February 09, 2018, 01:47:20 AM
The difficulty being that they always crash whenever they are used in any type of match outside Training. The four PSAs in question are Shadow Mario, Brawl Minus Dr. Mario (The partially decloned one), SMG5 and SMG4, all coincidentally by the same creator for the most part. Minus Dr. doesn't even work in Training. I know Shadow required me to delete a bone of sorts, but how come he works in Training when I haven't...?

However, when I use Shadow (Mario) or SMG4 and 5 over Mario, he works fine for the most part outside of Training, but I would prefer to use them with their .rels so I can also use other Mario PSAs simultaneously. Do I have to use - Dr. in Brawl Minus only? I'm pretty sure SMG5 was the only PSA of Pure Darkness's that needed a code to work, and that was so whenever he tried to crawl he wouldn't crash the game, but he still works in Training without it.

I didn't know whether to put this in Attacks or Animations Help, or Vertex Help, or Progamming Help since I'm not sure why they crash in the first place. I installed their sounds and .rels too. Oh, yeah, this is all on Infinite in case that might be a reason.
#12
Think I can do that. Until the .gct editing part, I still need a little help with that whole process and using Ocarina and such.

I'll get a SDHC SD later today and try it on PM or Smash 2, which I think come with a form of SDHC compatibility code.

Post Merge: January 31, 2018, 02:47:25 AM

Solved, ran into the "normal Brawl loads" issue but I just used the PM launcher. Using a 16 GB SDHC card, thanks so much for the help.
#13
So the Gecko Code is not the File Patch Code or anything similar? It's also not included in Gecko already?

If not, do I just contact him to actually get the code?
#14
I've been away from Brawl mods a bit too long and I'm having real difficulty remembering which is the range of GB sizes I can use to load Brawl mods. 2GB to 16GB or something like that? My SD cards broke and then I managed to lose them, but I'm going to get more despite how hard it is to come by 2GB cards. What is the maximum size again?

Also, should I make sure to get SDHC cards in this size range, or try to find non-SDHC cards, which would be "better" to use? Planning to use Homebrew as usual to load mods, I have Gecko, Riivoloution, and PM launcher, but I don't know which of the 3 to solely use for the widest amount of compatibility with mods.
#15
Help / Re: The Complete N00B's Guide to Brawl Hacking
December 11, 2017, 10:19:55 PM
Is there any way to load Brawl mods without an SD card? I think my Wii stopped being able to read them properly, when I go to Homebrew, the loading symbol appears for about a second and doesn't load the mod channels.